-
Posts
1183 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by DSplayer
-
Iranian F-14 Weapons Pack
DSplayer replied to DSplayer's topic in Utility/Program Mods for DCS World
I actually had something like that created at one time but with the RIM-156 model that we have in-game that was rather poor in fidelity. Unfortunately we don't have the RIM-174 (SM-6) model in-game but I'll think about revisiting this again with fresh eyes.- 34 replies
-
- iran
- f-14 tomcat
-
(and 3 more)
Tagged with:
-
The keybind is called "Jester Context Action (short, hold, double click)" in DCS. Like others have pointed out ad nauseam, the manual details its function and the manual should definitely referred to if you don't know what something does, especially when HB went through all the trouble of implementing the manual in-game in such a helpful manner.
-
Think that would be a feature on the DMAS since not all F-4Es got it.
-
Not at the moment unfortunately. I tried doing that with arguments but I don’t think they’re implemented for liveries yet.
-
EDIT: I got tripped up on what the Royal Jet tanks looked like externally so ignore this report outside of the naming for the current tank being incorrect. Currently the centerline 600 gallon external fuel tank is called "Sargent Fletcher Fuel Tank 600 gallons". However, the fuel tank that we have in-game is actually a "Royal Jet" 600 gallon fuel tank. The other centerline fuel tank (other than the F-15-style 600 Gallon High Performance tank) would be the McDonnell 600 Gallon Centerline Tank which has a distinctly different mounting (and shape) compared to both the Royal Jet and High Performance tanks as the McDonnell tank incorporates a fairing when attached to the jet while the High Performance and Royal Jet tanks don't use such fairing and instead have a rear attachment point (with the Royal Jet tanks having a slightly different shape and slightly taller rear attachment point fin thing compared to the High Performance tanks). McDonnell 600 gallon tank image from here: https://tailspintopics.blogspot.com/2013/06/things-under-wings-f4h-f-4-phantom.html F-4F with Royal Jet tank USAF F-4G with Royal Jet tank High Performance Tank:
-
Currently the animation for the Sight Shutter Level/Collimator Shutter has it as a pull to shut the shutter and push to open the shutter while IRL it appears that it should require a left and right twist for it to open and close the shutter as indicated by the markings on the panel along with IRL imagery and the -34-1-1 manual. It also appears that the longer section of the lever should be pointing towards the position indicators (CL and OPEN). Example 1: Example 2: Example 3:
-
[2.9.5.55300] Pilot's mirrors clickable from the WSO seat
DSplayer posted a topic in Bugs & Problems
All 3 of the Pilot's mirrors can be clicked from the WSO seat. All 3 mirrors can also be clicked through the WSO's upfront panel. -
Expanded F-4E Weapons Pack
DSplayer replied to DSplayer's topic in Utility/Program Mods for DCS World
V1.0.1 released with features like AGM-78s can be mounted on outer wing pylons, the GPU-5 gunpod, the GBU-15, and the ALQ-184 Long (refer to loadout changes table to check weapon operability). -
The WSO seat's flight stick doesn't feature a force transducer to allow for a "breakout force" to disable the AFCS in order for pilot initiated maneuvers are not opposed while in the AFCS mode as stated in the manual (https://f4.manuals.heatblur.se/systems/flight_controls_gear/flight_controls.html#force-transducer) however if you fly from the WSO's seat, you can still get the "Roll Breakout" indication as well as no impact on flight controls as the AFCS doesn't "fight back".
-
Expanded F-4E Weapons Pack
DSplayer replied to DSplayer's topic in Utility/Program Mods for DCS World
ALQ-184 should be doable. TALDs maybe not since they probably will just sit on the plane without being able to use them. -
Allows for the EXTREMELY limited usage of weapons that will be officially added in the future and weapons that will be not added in the future to the F-4E Phantom II. This includes weapons like Zuni, AGM-45B Shrike, AGM-88C HARM, AGM-78A/B Standard, AIM-4D Falcon, Litening TGP, and additional possible mounting points for the SUU-23 20mm gunpod. Breaks IC UserFiles Link: https://www.digitalcombatsimulator.com/en/files/3338686/ Loadout Changes Wild Weasel Gun running! Bugs: Inner wing SUU-23s do not make noise when firing, AGM-78A is preferred over the AGM-78B at the time of writing since it can actually track radars. AGM-78 smoke marker no longer works as of V1.0.7. Disclaimer: Please at least credit me when you make derivative mods when you post them on places like r/hoggit or the DCS forums (and maybe also tell me that you did make a derivative mod which is preferred). Changelog: V1.0.0 - Initial Release V1.0.1 - AGM-78s can be mounted on outer wing pylons, added GPU-5 gunpod, GBU-15 (and associated AXQ-14 DL pod), and ALQ-184 Long (refer to screenshot table to check weapon operability). V1.0.2 - Updated for 2.9.6.57650 V1.0.3 - Updated for 2.9.7.59263 and improved the AGM-45B to work properly. V1.0.4 - Updated for 2.9.9.2406 V1.0.5 - Updated for 2.9.11.4686 V1.0.6 - Flare for AGM-78s changed to Red (white phosphorus target marker was on the 78C), AXQ-14 mounting corrected V1.0.7 - Updated for 2.9.14.8222. AIM-4D Falcon added. Note: AGM-78 smoke marker no longer works. V1.0.8 - AGM-65F/K/L along with TGM-65D/H & CATM-65K added. Note: AGM-78 smoke marker now DOES work as of 2.9.17.
-
Good progress on everything except the AIM-120s atm so those might be for show. I decided to focus on adding a lot of weapons that foreign operators of the F-4 used instead as of now. This is what I'm working on adding rn: EDIT: Mod has been released: https://www.digitalcombatsimulator.com/en/files/3338686/
- 54 replies
-
- 2
-
-
-
- tomcat
- weapons mod
-
(and 1 more)
Tagged with:
-
The reason why other modules it has self-accelerating binds is because those modules have it coded as such and such behavior is realistic to how it works in the aircraft IRL. For example, the HDG and CRS switches work in a way such that if you hold it down for ~>1 second, it will speed up (as it does IRL I presume). In the F-4, you can't have that since the knob is a knob that moves at a fixed rate. The thing that is changing here with the slow vs fast is the rate that it is moving.
-
Currently for certain textures on the F-4 cockpit, the panel night lighting have misaligned or incorrect textures once on. One particularly noticeable example is the STBY flag for the RIO's altitude indicator still showing underneath the actual STBY flag if the night lighting is on. Another instance is the front cockpit's oxygen gauge having misaligned textures compared to its daytime, non-lit equivalent.
-
RAT wasn't present on the F-4E. IIRC it will however receive an auxiliary hydraulic backup unit (called the APU but it requires power still) later down in EA.
-
[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
Can a follow up or further context be provided on this topic? @Zabuzard -
Gun Camera (trigger first indent) binding not in controls settings?
DSplayer replied to tribbin's topic in Bugs & Problems
It's probably not in yet because there is no gun camera at the moment. -
I think it would be nice to have some presets settings for Jester to have so you don't have to ask him to do it after start up. For example, if you like to have Chaff and Flare mode set to single instead of program every time, it would be nice to have an option for him prior to start up in the Special Options or some other place such that he will always turn it them to single instead of using program by default.
- 1 reply
-
- 1
-
-
[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
All the gunpods and internal guns not being zeroed to the same rough location seems extremely counterintuitive and would definitely make A/A and A/G gunnery difficult as it would require different amounts of lead for A/A and different amount of sight depression for A/G depending on what guns are being used (especially for the wing mounted guns vs the centerline guns). Looking at the 1976 GAF T.O. 1F-4F-34-1 (which should be functionally extremely similar to our F-4E in this regard), it includes only 1 sight depression table for both the wing mounted gunpods and nose gun (centerline gunpod can't be mounted on the F-4F) as well as an extremely similar gun dispersion/harmonization chart to T.O. 1F-4C-34-1-1 with the only difference being the 5 mil for the nose gun as the nose gun has a specific density of 80% of rounds impacting in a 5 mil cone vs the 8 mil for the gunpods. There should be a slight upward angle for the wing gunpods on the F-4 to account for parallax but it definitely seems way too angled upward to be of any use. -
Those missiles (R-77, AIM-54, AIM-9s, etc.) use an even older API compared to the SD-10's relatively new API.
-
[2.9.5.55300] SUU-23 Gunpods not boresighted along FRL
DSplayer replied to DSplayer's topic in Bugs & Problems
Just a thing of note for anyone reading this, the SUU-23s on the outer wing pylons shoot significantly higher than both the internal gun and centerline gunpod when the 1F-4C-34-1-1 also mentions the harmonization of the gunpods to 2250ft.